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Pipeline background The spaces involved in most 3D graphics pipelines are: model/object space, the space in which the vertices of your geometry are specified; world space, a common space into which you transform your meshes; eye space, a space in which the observer/camera is at the origin and the axes are along their right/up/forward vectors; ndc/screen ...


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The main thing to remember is that _declspec(align(16)) only affects the struct/class layout, is respected for local or global variables, but has no affect on heap allocated memory. In other words, it doesn't matter if the member variable of a class is marked with alignment if the class is allocated with new. Heap allocations by default with x86 (32-bit) ...


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I found the culprit. glm::degrees(angle) I had copy pasted that line from some guy off the internet who was for some reason converting the angle to degrees. There is absolutely no need for this conversion. According to a user on reddit: One warning about this method, your model matrix will degrade over time using this kind of technique (repeatedly ...


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Well, that is the mathematical reason why it's problematic, but I'd prefer an analytical explanation. A LookAt(pos, look, up) transform (you call it "cameraposition") is meant to represent a camera located at pos, pointing at look. However, with just pos and look, there are an infinite amount of possibilities for your camera, as you rotate it through the ...



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